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/*
*	File:		Beam.cpp
*	
*	Version:	1.0
* 
*	Created:	5/30/20
*	
*	Copyright:  Copyright � 2020 Airwindows, All Rights Reserved
* 
*	Disclaimer:	IMPORTANT:  This Apple software is supplied to you by Apple Computer, Inc. ("Apple") in 
*				consideration of your agreement to the following terms, and your use, installation, modification 
*				or redistribution of this Apple software constitutes acceptance of these terms.  If you do 
*				not agree with these terms, please do not use, install, modify or redistribute this Apple 
*				software.
*
*				In consideration of your agreement to abide by the following terms, and subject to these terms, 
*				Apple grants you a personal, non-exclusive license, under Apple's copyrights in this 
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*				notice and the following text and disclaimers in all such redistributions of the Apple Software. 
*				Neither the name, trademarks, service marks or logos of Apple Computer, Inc. may be used to 
*				endorse or promote products derived from the Apple Software without specific prior written 
*				permission from Apple.  Except as expressly stated in this notice, no other rights or 
*				licenses, express or implied, are granted by Apple herein, including but not limited to any 
*				patent rights that may be infringed by your derivative works or by other works in which the 
*				Apple Software may be incorporated.
*
*				The Apple Software is provided by Apple on an "AS IS" basis.  APPLE MAKES NO WARRANTIES, EXPRESS OR 
*				IMPLIED, INCLUDING WITHOUT LIMITATION THE IMPLIED WARRANTIES OF NON-INFRINGEMENT, MERCHANTABILITY 
*				AND FITNESS FOR A PARTICULAR PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE 
*				OR IN COMBINATION WITH YOUR PRODUCTS.
*
*				IN NO EVENT SHALL APPLE BE LIABLE FOR ANY SPECIAL, INDIRECT, INCIDENTAL OR CONSEQUENTIAL 
*				DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS 
*				OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) ARISING IN ANY WAY OUT OF THE USE, 
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*				UNDER THEORY OF CONTRACT, TORT (INCLUDING NEGLIGENCE), STRICT LIABILITY OR OTHERWISE, EVEN 
*				IF APPLE HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*
*/
/*=============================================================================
	Beam.cpp
	
=============================================================================*/
#include "Beam.h"


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

COMPONENT_ENTRY(Beam)


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::Beam
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Beam::Beam(AudioUnit component)
	: AUEffectBase(component)
{
	CreateElements();
	Globals()->UseIndexedParameters(kNumberOfParameters);
	SetParameter(kParam_One, kDefaultValue_ParamOne );
	SetParameter(kParam_Two, kDefaultValue_ParamTwo );
	SetParameter(kParam_Three, kDefaultValue_ParamThree );
         
#if AU_DEBUG_DISPATCHER
	mDebugDispatcher = new AUDebugDispatcher (this);
#endif
	
}


//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::GetParameterValueStrings
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Beam::GetParameterValueStrings(AudioUnitScope		inScope,
                                                                AudioUnitParameterID	inParameterID,
                                                                CFArrayRef *		outStrings)
{
	if ((inScope == kAudioUnitScope_Global) && (inParameterID == kParam_One)) //ID must be actual name of parameter identifier, not number
	{
		if (outStrings == NULL) return noErr;
		CFStringRef strings [] =
		{
			kMenuItem_CD,
			kMenuItem_HD,
		};
		*outStrings = CFArrayCreate (
									 NULL,
									 (const void **) strings,
									 (sizeof (strings) / sizeof (strings [0])),
									 NULL
									 );
		return noErr;
	}
    return kAudioUnitErr_InvalidProperty;
}



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::GetParameterInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Beam::GetParameterInfo(AudioUnitScope		inScope,
                                                        AudioUnitParameterID	inParameterID,
                                                        AudioUnitParameterInfo	&outParameterInfo )
{
	ComponentResult result = noErr;

	outParameterInfo.flags = 	kAudioUnitParameterFlag_IsWritable
						|		kAudioUnitParameterFlag_IsReadable;
    
    if (inScope == kAudioUnitScope_Global) {
        switch(inParameterID)
        {
			case kParam_One:
                AUBase::FillInParameterName (outParameterInfo, kParameterOneName, false);
				outParameterInfo.unit = kAudioUnitParameterUnit_Indexed;
                outParameterInfo.minValue = kCD;
                outParameterInfo.maxValue = kHD;
                outParameterInfo.defaultValue = kDefaultValue_ParamOne;
                break;
            case kParam_Two:
                AUBase::FillInParameterName (outParameterInfo, kParameterTwoName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamTwo;
                break;
            case kParam_Three:
                AUBase::FillInParameterName (outParameterInfo, kParameterThreeName, false);
                outParameterInfo.unit = kAudioUnitParameterUnit_Generic;
                outParameterInfo.minValue = 0.0;
                outParameterInfo.maxValue = 1.0;
                outParameterInfo.defaultValue = kDefaultValue_ParamThree;
                break;
			default:
                result = kAudioUnitErr_InvalidParameter;
                break;
            }
	} else {
        result = kAudioUnitErr_InvalidParameter;
    }
    


	return result;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::GetPropertyInfo
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Beam::GetPropertyInfo (AudioUnitPropertyID	inID,
                                                        AudioUnitScope		inScope,
                                                        AudioUnitElement	inElement,
                                                        UInt32 &		outDataSize,
                                                        Boolean &		outWritable)
{
	return AUEffectBase::GetPropertyInfo (inID, inScope, inElement, outDataSize, outWritable);
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::GetProperty
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult			Beam::GetProperty(	AudioUnitPropertyID inID,
                                                        AudioUnitScope 		inScope,
                                                        AudioUnitElement 	inElement,
                                                        void *			outData )
{
	return AUEffectBase::GetProperty (inID, inScope, inElement, outData);
}

//	Beam::Initialize
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ComponentResult Beam::Initialize()
{
    ComponentResult result = AUEffectBase::Initialize();
    if (result == noErr)
        Reset(kAudioUnitScope_Global, 0);
    return result;
}

#pragma mark ____BeamEffectKernel



//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::BeamKernel::Reset()
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Beam::BeamKernel::Reset()
{
	for(int count = 0; count < 99; count++) {lastSample[count] = 0;}
	fpd = 17;
}

//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
//	Beam::BeamKernel::Process
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
void		Beam::BeamKernel::Process(	const Float32 	*inSourceP,
                                                    Float32		 	*inDestP,
                                                    UInt32 			inFramesToProcess,
                                                    UInt32			inNumChannels, 
                                                    bool			&ioSilence )
{
	UInt32 nSampleFrames = inFramesToProcess;
	const Float32 *sourceP = inSourceP;
	Float32 *destP = inDestP;
	long double overallscale = 1.0;
	overallscale /= 44100.0;
	overallscale *= GetSampleRate();
	int depth = (int)(17.0*overallscale);
	if (depth < 3) depth = 3;
	if (depth > 98) depth = 98;
	bool highres = false;
	if (GetParameter( kParam_One ) == 1) highres = true;	
	Float32 sonority = GetParameter( kParam_Two )*1.618033988749894848204586;
	Float32 scaleFactor;
	if (highres) scaleFactor = 8388608.0;
	else scaleFactor = 32768.0;
	Float32 derez = GetParameter( kParam_Three );
	if (derez > 0.0) scaleFactor *= pow(1.0-derez,6);
	if (scaleFactor < 1.0) scaleFactor = 1.0;
	
	while (nSampleFrames-- > 0) {
		Float32 inputSample = *sourceP;
		if (fabs(inputSample)<1.18e-37) inputSample = fpd * 1.18e-37;
		fpd ^= fpd << 13; fpd ^= fpd >> 17; fpd ^= fpd << 5;
		
		inputSample *= scaleFactor;
		//0-1 is now one bit, now we dither
		
		int quantA = floor(inputSample);
		int quantB = floor(inputSample+1.0);
		//to do this style of dither, we quantize in either direction and then
		//do a reconstruction of what the result will be for each choice.
		//We then evaluate which one we like, and keep a history of what we previously had
		
		Float32 expectedSlewA = 0;
		for(int x = 0; x < depth; x++) {
			expectedSlewA += (lastSample[x+1] - lastSample[x]);
		}
		Float32 expectedSlewB = expectedSlewA;
		expectedSlewA += (lastSample[0] - quantA);
		expectedSlewB += (lastSample[0] - quantB);
		//now we have a collection of all slews, averaged and left at total scale
		Float32 clamp = sonority;
		if (fabs(inputSample) < sonority) clamp = fabs(inputSample);
		
		Float32 testA = fabs(fabs(expectedSlewA)-clamp);
		Float32 testB = fabs(fabs(expectedSlewB)-clamp);
		//doing this means the result will be lowest when it's reaching the target slope across
		//the desired time range, either positively or negatively. Should produce the same target
		//at whatever sample rate, as high rate stuff produces smaller increments.

		if (testA < testB) inputSample = quantA;
		else inputSample = quantB;
				
		for(int x = depth; x >=0; x--) {
			lastSample[x+1] = lastSample[x];
		}
		lastSample[0] = inputSample;
		
		inputSample /= scaleFactor;
		
		*destP = inputSample;
		
		sourceP += inNumChannels; destP += inNumChannels;
	}
}